#pragma once
#include "lbvh_structure.h"
#include <collision\collision_structure.h>

namespace gc {
	///< BVTT tree traversal in cache-friendly loops, instead of expensive recursive calls
	__global__ void genBroadPhaseCP(int leafSize, LBvhLeaves leaves, LBvhInteriors interiors, CollisionPair *cpQueue, int *cpSize);

	__global__ void brutalForce(int primSize, BV_SOA bvs, CollisionPair *cpQueue, int *cpSize);
}

